Tricks

Enemies marked by Harrier are visible in the brush until you trigger it or until it expires.

Vault has many uses, making it a very versatile ability in Quinn's kit. Examples of its uses are listed below:

Vault triggers Harrier when used on a target, so after a target is marked with Harrier, auto-attacking it then following up with Vault triggers Harrier again, allowing Quinn to deal some quick burst damage. However initiating with Vault instead of an auto-attack will put Harrier on cooldown, lowering her damage output.

Vault can be used to hop over most walls by jumping off an enemy minion, neutral monster or enemy champion. This is useful for escaping but requires careful judgment of distance between the target, yourself and the wall to be hopped over. This can also be used to escape abilities such as Cataclysm or The Box. Pay attention to where Quinn is positioned when using Vault and be aware of the surrounding area so you don't pin yourself to a corner or accidentally flee from a fight by hopping over a wall in this manner.

Vault can be used to escape from an enemy champion in lane as well. As Quinn, using Vault on an adjacent enemy briefly interrupts them before applying a slow that decays over 1.5 seconds. You can add insult to injury by landing an auto-attack directly afterwards to give you some extra movement speed to make your escape easier, due to Harrier triggering from Vault and the passive from Heightened Senses giving Quinn the extra movement speed. However care must be taken when using it to escape in this manner because the ability has a range of 750 units but makes you land 525 units away from the enemy, meaning it would be more practical to simply flee if the enemy is not close enough.

Vault can also be used to dash through walls by targeting an enemy minion, neutral monster or enemy champion. This is especially helpful in the jungle, as you can use Heightened Senses in combination with Vault to reveal and close in on an enemy champion who has escaped over a wall with Flash, a dash or blink ability. It is important to note whether you are doing this as Quinn or Valor, because using Vault as Quinn can lead to accidentally hopping back over a wall, losing your ability to continue a chase.

Vault briefly interrupts enemy champions from using autoattacks or abilities. Using it to interrupt channels can be game changing in a teamfight.

Quinn does not have any on-command active steroids like other carries, so putting points into Heightened Senses earlier helps her get more out of her passive steroid in a shorter period of time.

Blinding Assault is a collision linear skillshot that deals damage around the first enemy hit. This means enemy minions can block the damage unless they are near the enemy champion.

Using Blinding Assault to momentarily interrupt an enemy and reduce his vision can give you or a teammate a good ganking opportunity, making said enemy unable to realize the incoming gank due to vision reduction. It also create difficulty for your target to land skillshot or targeting your allies outside of vision range.

Behind Enemy Lines is best used to move around the map, such as split pushing or chasing/fleeing from an enemy, or to hunt down and assassinate a weak enemy champion or one with low health, especially with the damage from Skystrike.

Quinn also can increase her movement speed by landing an auto-attack on an enemy or neutral minion marked with Harrier, to gain the bonus flat movement speed from Heightened Senses. This is useful when chasing an enemy champion in close vicinity, alternatively to Behind Enemy Lines which require channeling.

Harrier marks are visible to the enemy team, and may make them play safer for the duration.

Behind Enemy Lines will be deactivated if Quinn take damage from champions or turrets. Quinn is also slowed briefly if she take hit from minions and monsters. Consider this when chasing/escaping through enemy's minions.

Her damage output to towers can be heightened by leaving a few minions around the turret, and autoattacking them to proc the passive of Heightened Senses

Quinn can also escape easily, either through using Vault on someone trying to gank you, running away with the massive movement speed buff from Behind Enemy Lines if the opportunity presents, or even use your Heightened Senses to reveal a jungle monster, and then use Vault on them to jump over the wall

Quinn is able to take out towers quicker by attacking a target marked with Harrier, then using the attack speed bonus from Heightened Senses to attack the tower.

Try always to pop the mark from Harrier, since the attack speed bonus makes it easier to farm. Chaining your Harrier marks will output serious damage.

If you use Vault to get away from enemies, make sure you don't do it towards a wall, since they can just swarm you or easily use heavy crowd control if they have abilities like Condemn or GNAR!.

Wall hops with Vault are not easy to pull off. Before you attempt it, make sure you will get over the wall since failing when under pressure often results in a death.

If you use Heightened Senses correctly, you will not need Wards in the bushes on the side of the map, instead ward the river or other choke points.

If an enemy goes hiding into a bush using Heightened Senses might solve that problem for some time. Since enemies marked by Harrier stay visible for Quinn, using Blinding Assault on them will force a mark on them. Use of Vault is not advised for this situation, since it would mean you would use up your escape and trigger the Harrier mark, which does the opposite of what you would want in this particular case.

Quinn has low mana in very early game. Do not overuse Blinding Assault, since it drains your mana pool fast if spammed, and you might need to save it for an escape in case someone like Lee Sin decides to gank early game.

Mastery Usage

Item Usage

Quinn goes well with attack damage and Critical Strike, since her passive Harrier gains more damage from AD and reduction in cooldown from critical strike chance.

Essence Reaver works especially well on Quinn. Not only will it increase her damage output and critical chance, but also provide CDR for each critical chance from the items, allowing her to utilize her abilities and Harrier more often.

As with all carries, rushing The Bloodthirster / Sanguine Blade can be a strong choice, even more so now due to the shield from over-lifestealing giving Quinn dueling strength against slightly tougher foes such as bruisers.

For defensive items, Frozen Mallet can be considered as an option, as it not only increases her health, but her attack damage as well, and gives her unmatched kiting potential with Vault, the slow from its Icy passive and the flat movement speed bonus of Heightened Senses.

Building Blade of the Ruined King on Quinn can be a good idea. It gives her a huge amount of attack speed to use its passive and the active can also be used for a burst heal, or to stick to/flee from enemy champions if Behind Enemy Lines is on cooldown.

Quinn lacks hard CC, and as such has little in the way of stopping a more durable champion that does good damage through abilities.

Aside from Behind Enemy Lines has another escape/disengage in Vault, which also requires good positioning in order for her to leap into the direction of her choice. Flanking her from behind is a good way to stop her from Vaulting away.

Keep in mind that Quinn has a higher burst potential than most other carries.

Vault can be stopped mid-air, interrupting Quinn's combo, and leaving her out of position.

Targets marked by Harrier are visible to both teams. Use this to lure her out of position.

If Harrier is marked upon you, don't make her pop it unless you are going in with hard crowd control so you can win the trade.

Engage when Harrier is not marked upon a champion. This means that Quinn cannot deal the bonus mark damage to a champion and thus missing out on that burst. This is especially important in late game, because not even a good Quinn will come near you if you're not marked, since that means missing on around 300 mark damage together with the attack speed bonus, therefore slowing her combo and putting herself at risk of being focused by your team.